<Spell Name="Enemy Hammer">
  <school>transmutation</school>
  <subschool>
  </subschool>
  <descriptor>
  </descriptor>
  <spell_level>sorcerer wizard 6</spell_level>
  <casting_time>1 standard action</casting_time>
  <components>V, S, M (puppet strings)</components>
  <costly_components>0</costly_components>
  <range>long (400 ft. + 40 ft. level)</range>
  <area>
  </area>
  <effect>
  </effect>
  <targets>one creature</targets>
  <duration>1 round level (D)</duration>
  <dismissible>1</dismissible>
  <shapeable>0</shapeable>
  <saving_throw>Fortitude partial</saving_throw>
  <spell_resistence>yes</spell_resistence>
  <description>You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature s size. Creature Size Damage Dealt Fine 1d4 Diminutive 1d6 Tiny 1d8 Small 1d10 Medium 2d6 Large 2d8 Huge 2d10 Gargantuan 3d6 Colossal 3d8 The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its saving throw. The spell ends immediately if the target creature dies or is destroyed.</description>
  <source>APG</source>
  <full_text> &lt;link rel=  stylesheet  href=  PF.css  &gt;&lt;div class=  heading  &gt;&lt;p class=  alignleft  &gt;Enemy Hammer&lt; p&gt;&lt;div style=  clear  both  &gt;&lt; div&gt;&lt; div&gt;&lt;div&gt;&lt;h5&gt;&lt;b&gt;School &lt; b&gt;transmutation &lt;b&gt;Level &lt; b&gt;sorcerer wizard 6&lt; h5&gt;&lt; div&gt;&lt;hr &gt;&lt;div&gt;&lt;h5&gt;&lt;b&gt;CASTING&lt; b&gt;&lt; h5&gt;&lt; div&gt;&lt;hr &gt;&lt;div&gt;&lt;h5&gt;&lt;b&gt;Casting Time &lt; b&gt;1 standard action&lt; h5&gt;&lt;h5&gt;&lt;b&gt;Components &lt; b&gt;V, S, M (puppet strings)&lt; h5&gt;&lt; div&gt;&lt;hr &gt;&lt;div&gt;&lt;h5&gt;&lt;b&gt;EFFECT&lt; b&gt;&lt; h5&gt;&lt; div&gt;&lt;hr &gt;&lt;div&gt;&lt;h5&gt;&lt;b&gt;Range &lt; b&gt;long (400 ft. + 40 ft. level)&lt; h5&gt;&lt;h5&gt;&lt;b&gt;Targets &lt; b&gt;one creature&lt; h5&gt;&lt;h5&gt;&lt;b&gt;Duration &lt; b&gt;1 round level (D)&lt; h5&gt;&lt;h5&gt;&lt;b&gt;Saving Throw &lt; b&gt;Fortitude partial &lt;b&gt;Spell Resistance &lt; b&gt;yes&lt; h5&gt;&lt; div&gt;&lt;hr &gt;&lt;div&gt;&lt;h5&gt;&lt;b&gt;DESCRIPTION&lt; b&gt;&lt; h5&gt;&lt; div&gt;&lt;hr &gt;&lt;div&gt;&lt;h4&gt;&lt;p&gt;You grab a creature with telekinesis and use it to batter nearby opponents or objects. You must target a specific creature when casting this spell and once you select that creature you cannot switch to another. Each round, as a standard action, you can attempt to hurl the target at any creature or object within 30 feet of it. You must make an attack roll whenever you use the target as a weapon. The attack bonus for this attack is equal to your caster level plus either your Intelligence or Charisma modifier (whichever is higher). If you successfully hit the new target with the creature both it and the creature take damage based on the creature s size.&lt; p&gt; &lt;table border = 1 &gt;&lt;tr&gt;&lt;th&gt;Creature Size&lt; th&gt;&lt;th&gt;Damage Dealt&lt; th&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Fine&lt; td&gt;&lt;td&gt;1d4&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Diminutive&lt; td&gt;&lt;td&gt;1d6&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Tiny&lt; td&gt;&lt;td&gt;1d8&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Small&lt; td&gt;&lt;td&gt;1d10&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Medium&lt; td&gt;&lt;td&gt;2d6&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Large&lt; td&gt;&lt;td&gt;2d8&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Huge&lt; td&gt;&lt;td&gt;2d10&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Gargantuan&lt; td&gt;&lt;td&gt;3d6&lt; td&gt;&lt; tr&gt;&lt;tr&gt;&lt;td&gt;Colossal&lt; td&gt;&lt;td&gt;3d8&lt; td&gt;&lt; tr&gt;&lt; table&gt; The target creature can make a Fortitude saving throw each time you attempt to use it as a weapon. If it makes its saving throw it can act normally, but if it fails its save it loses all actions for the round and ends its turn prone in a square adjacent to the target of your attack. However, if the creature chooses to resist your efforts to move it, taking no other actions for the round, it gets a +4 circumstance bonus on its saving throw. The spell ends immediately if the target creature dies or is destroyed.&lt; p&gt;&lt; h4&gt;&lt;h5&gt;&lt;b&gt;Mythic  &lt; b&gt;The target becomes entangled whether or not it succeeds at its saving throw. When using the target as a weapon, add half your tier to your attack roll, and add your tier to the damage roll.&lt; h5&gt;&lt;h5&gt;&lt;b&gt;Augmented (3rd)&lt; b&gt;  If you expend two uses of mythic power, when you use the target to hit a creature, you can attempt a free bull rush combat maneuver against that creature. Your CMB for this maneuver is equal to your attack bonus for mythic enemy hammer, except you add your tier instead of half your tier.&lt; h5&gt;&lt; div&gt; </full_text>
  <verbal>1</verbal>
  <somatic>1</somatic>
  <material>1</material>
  <focus>0</focus>
  <divine_focus>0</divine_focus>
  <sor>6</sor>
  <wiz>6</wiz>
  <cleric>NULL</cleric>
  <druid>NULL</druid>
  <ranger>NULL</ranger>
  <bard>NULL</bard>
  <paladin>NULL</paladin>
  <alchemist>NULL</alchemist>
  <summoner>NULL</summoner>
  <witch>NULL</witch>
  <inquisitor>NULL</inquisitor>
  <oracle>NULL</oracle>
  <antipaladin>NULL</antipaladin>
  <magus>NULL</magus>
  <adept>NULL</adept>
  <deity>
  </deity>
  <SLA_Level>6</SLA_Level>
  <domain>
  </domain>
  <short_description>Allows you to telekinetically use a creature as a weapon.</short_description>
  <acid>0</acid>
  <air>0</air>
  <chaotic>0</chaotic>
  <cold>0</cold>
  <curse>0</curse>
  <darkness>0</darkness>
  <death>0</death>
  <disease>0</disease>
  <earth>0</earth>
  <electricity>0</electricity>
  <emotion>0</emotion>
  <evil>0</evil>
  <fear>0</fear>
  <fire>0</fire>
  <force>0</force>
  <good>0</good>
  <language_dependent>0</language_dependent>
  <lawful>0</lawful>
  <light>0</light>
  <mind_affecting>0</mind_affecting>
  <pain>0</pain>
  <poison>0</poison>
  <shadow>0</shadow>
  <sonic>0</sonic>
  <water>0</water>
  <linktext> http   www.d20pfsrd.com magic all-spells e enemy-hammer  Enemy Hammer </linktext>
  <id>763</id>
  <material_costs>NULL</material_costs>
  <bloodline>
  </bloodline>
  <patron>
  </patron>
  <mythic_text>The target becomes entangled whether or not it succeeds at its saving throw. When using the target as a weapon, add half your tier to your attack roll, and add your tier to the damage roll.</mythic_text>
  <augmented>Augmented (3rd)  If you expend two uses of mythic power, when you use the target to hit a creature, you can attempt a free bull rush combat maneuver against that creature. Your CMB for this maneuver is equal to your attack bonus for mythic enemy hammer, except you add your tier instead of half your tier.</augmented>
  <mythic>1</mythic>
</Spell>